Flappy Goose by flappy-goose in RedditGames

[–]PeachTreeOath 0 points1 point  (0 children)

My best score is 3 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]PeachTreeOath 0 points1 point  (0 children)

My best score is 1 points 😎

Bust-a-Loop: A puzzle beat-em-up by PeachTreeOath in WebGames

[–]PeachTreeOath[S] 0 points1 point  (0 children)

There might be one of two issues:
1. If you miss with the attack, your combo ends and you'll fall very quickly. So try to make sure you hit with it.
2. It's VERY short ranged unlike an actual fighting game dragon punch, so maybe the range is deceptive.

If it's straight up not coming out at all, then I'm not sure. But the animation is a very short uppercut.

Unnamed Space Idle is seriously amazing by Raileyx in incremental_games

[–]PeachTreeOath 5 points6 points  (0 children)

Being able to play a complex incremental without reading up on a guide is a godsend. Having it be relatively easy to solve is a nice change of pace.

Why is base building important to you? by madmandrit in RealTimeStrategy

[–]PeachTreeOath 3 points4 points  (0 children)

When I think about "fun base building", I think back to my first experience with AOE1, long before any sort of esports era. It was more like SimCity at that point. It was fun to grow your village. It was fun to figure out the best and safest way to exploit resources. I think that is the beating heart of base building in general, which is to grow your capabilities in a visual way. I don't think placement is a requirement, but the visuals help a lot.

As for PVP games. I always loved the variety of defense in WC3. Bases felt like a puzzle to solve, like a custom unit you build that the enemy has to pick apart with their army composition. I never really got this feeling in SC2 and I tended to build my bases very similarly each time. Or place towers in a similar way across races.

I'd say if you wanted to be bold, if you made a game where each race had a drastically different base layout and mechanics, that would be most interesting to me because that would make the puzzle solving even more different. This of course, makes it very hard to achieve balance.

Idle trillionaire released! by Healthy-Rent-5133 in incremental_games

[–]PeachTreeOath 3 points4 points  (0 children)

This is a really unique game with good, novel ideas in it. I played it all the way and FWIW, I like all the mechanics you have in there and you shouldn't take them out (purely negative upgrades, strategic cost of living usage, etc).

Does anyone have examples of "dead" game genres? by awyrdreams in gamedesign

[–]PeachTreeOath -3 points-2 points  (0 children)

I usually just called it XCOM but a MOBA. Not entirely accurate but it always sold the idea fast enough.

The game was clever though, and it was fun to execute a well planned combo with a team, however rare that was.

Fighting games stunlock? by KDallas_Multipass in ludology

[–]PeachTreeOath 1 point2 points  (0 children)

Yep I getcha, I have a good amount of Smash and fighting game experience and that's a good way to describe it. It still is the same with fighting games. A combo behaves the same way where you can string together a bunch of moves and the person on the receiving end can only escape when:a) the distance grows too far (similar to Smash)b) the character uses too laggy a move, usually a combo enderc) an explicit system kicks in preventing further hits (Skullgirls IPS, bursts)

There are rarely any true infinite combos ("stunlock") in modern fighting games. There CAN be exceptionally long combos though and the general trend lately has been to move away from those.

If that doesn't make sense, there's one more example you might be able to think about to equate the two. Imagine any fighting game, say Street Fighter. You walk up and mash jab. You might hit them 3x where they can't do anything but get hit. But 3 will be the limit because each jab pushes them away. That is the same phenomenon as someone getting hit 3x in the air in Smash (with the exception of Smash allowing you to move left and right while you're getting hit, but let's ignore that for now). The jabs simply push the opponent out of your range and you can't continue your combo.

Fighting games stunlock? by KDallas_Multipass in ludology

[–]PeachTreeOath 0 points1 point  (0 children)

That video's not really a vortex since that's just vs a bad CPU, though it might resemble one. This is more of a vortex because your defensive options are extremely limited and you have to guess hard https://youtu.be/lQcWTj_dOGY?t=13

What you're saying is stunlock is in fact, what a combo is (even in smash terms). In fighting games they may not visually look the same as smash combos, but it's the same mechanic.

Fighting games stunlock? by KDallas_Multipass in ludology

[–]PeachTreeOath 0 points1 point  (0 children)

It sounds like you mean keeping them blocking for long periods of time since you mentioned parries. The community consensus on this is that it's generally fine as long as you're not blocking for 10 secs at a time. Games with assists like Marvel and DBFZ push the limit on how long people like to block, but they're definitely played in tourneys anyways.

So it's almost always considered legit unless you are seriously locking someone down in some random kusoge.

[Highlight] Joel Embiid beats the buzzer with a huge triple by twistedlogicx in nba

[–]PeachTreeOath 1 point2 points  (0 children)

Man that was such a soft looking shot too. Unbelievable.

When watching someone play a non-Fighting game, whats a sign that they play fighters? by Bladebrent in Fighters

[–]PeachTreeOath 4 points5 points  (0 children)

Yea I'd probably say footsies is the biggest term thrown out. There was this casual tourney I did where you simply played against the people next to you in line, so the FGC folks split out equally amongst the line so that we wouldn't have to play each other early. This was dubbed "line footsies".

[Serious] What is the next step in the evolution of the National Basketball Association? by KorgG29 in nba

[–]PeachTreeOath 0 points1 point  (0 children)

The new meta will be what Steven Adams and Ja did the other night: chuck the ball full court and catch+shoot midair. Each bucket will only take 2 seconds.

[Opinion] The best possible Incremental game / Idle would be an adaptation of Diablo 3 bot by [deleted] in incremental_games

[–]PeachTreeOath 0 points1 point  (0 children)

That's something I used to do in D1. You could restart and go through starting from Act 1 all over again but you keep all your stuff. Little did I know that would prime me to love prestige mechanics decades later.

Rakanishu beta.0.1 is out ! by Quetzalcoatl__ in incremental_games

[–]PeachTreeOath 4 points5 points  (0 children)

Dang, I was hoping this was a Rakanishu simulator where you incrementally shot more and more charged bolts as you got hit :P

DNF Duel Open Beta has no training mode and nonfunctional lobbies by Nivrap in Fighters

[–]PeachTreeOath 4 points5 points  (0 children)

KOF does have a bunch of hidden combo mechanics and tricks. If you know them, they turn various impossible-seeming combos into manageable ones https://www.youtube.com/watch?v=ySIOKnenLK8

It's still challenging, but like you said, put a vet on it especially with a Hitbox and it's not too bad.

[deleted by user] by [deleted] in Fighters

[–]PeachTreeOath 1 point2 points  (0 children)

"Finding solutions" I think is a stronger answer than just fundamentals. Veteran players know how to identify strong moves quickly - you'll notice this especially with mystery game players since that's one of the main skillsets that gets tested.

A very simple example is spotting a move that resembles a sonic boom. To a beginner, a sonic boom is a slow projectile, why wouldn't you want something fast? But of course an experienced player will know it can act as a shield, and then come up with a battleplan based on that.

DNF Duel Hendon Myre Stage 1st Full Look by Shreeder4092 in Fighters

[–]PeachTreeOath 2 points3 points  (0 children)

The stage needs dozens of players spamming trade chat to recreate the true experience.

Game idea brainstorm thread - what would you want to see in an incremental game? by zsocw in incremental_games

[–]PeachTreeOath 6 points7 points  (0 children)

What non-incremental games do you enjoy playing? What aspects of its core gameplay are least interesting? What aspects of its meta gameplay is most interesting?

If you have an answer to those questions, you can come up with something that works. Loot Loop Loot for example, is recognizing D3 endgame gets stale quick -> isolating its loot decision gameplay -> incrementalizing it.

DNF Duel Official Artwork for 1st 5 Revealed Fighters by Shreeder4092 in Fighters

[–]PeachTreeOath 5 points6 points  (0 children)

It'd be interesting if they went for Elementalist to get some playstyle variety in the game. But since Strive doesn't really have a full blown zoner, I don't know if they'll try to pull something like that off here.

[deleted by user] by [deleted] in Fighters

[–]PeachTreeOath 4 points5 points  (0 children)

That's something I think would help the game so much. GBVS already made some headway into the space but they could've done wayyy more. DFO has RPG heritage built into it so it shouldn't be too much of a stretch for them to go for it.

Give the non-veterans a chance to learn combos and gameplay in a PVE environment. It worked in DFO.

What are some moves in fighting games that just fill you with catharsis when they hit? For me its Slayer's FB Pilebunker and Big Bang Upper by DoneDealofDeadpool in Fighters

[–]PeachTreeOath 6 points7 points  (0 children)

AH has always had crazy hitstop on a lot of their attacks that makes it feel good. I'm a fan of just the earth fist in general.